Anticube 2 is a puzzle map for Tesseract. You'll find yourself in an interactive, dynamic, non-euclidean world. Supported by 5000+ lines of Cubescript and GLSL code, this map will do things no other Cube 2 / Tesseract map has ever done before. Its theme and concepts are greately inspired by Antichamber and NaissanceE – great puzzle / exploration games with strong surreal atmosphere.

You can start Anticube 2 by loading the map ac2 (/map ac2). To have the best experience possible, please follow these recommendations:

- Avoid using third person camera. It can break things.
- Explore everything. There is no place from which you cannot return. There are many secrets hidden in the map.
- Use your wits rather than brute force. Observe everything.
- You don't need shooting in any way to complete the map. Don't shoot.
- You don't have to solve everything. There are 10 cubes in the map, but you only need 8 to access The Core.
- Use the SVN build of Tesseract if possible (and turn volumetric lighting on)
- This map has music. Make sure you have your music on in the settings.
- Turn your hudgun off (/hudgun 0).
- Don't swich to edit mode until you have finished the map. It will be tempting, but please resist.

Now you're good to go. Have fun!

The map uses many assets from various authors. You can see full credits in map's readme or at map's end area. Special thanks to TristamK and Fishgius for testing.

Those errors are only related to the fractal shaders, so if the rest of the map looks ok (more or less like in the trailer and screenshots) it should be playable. I have tried the map on Intel HD 3000 and I got the same errors. I think it's because these GPUs don't support doubles which are used in the fractals.

Wow, "volcolor" must have changed to "volcolour" just a few days ago, I didn't notice anything while using the svn but I might have missed it since I made the map in base Tesseract and I get "unknown command: volcolor" all the time there.

Awesome. I collected all the cubes and found 2 easter eggs. Shore painting and Hidden cave. I think when you said that the one at the end is obvious you meant so by the red candle but i honestly saw the arrow instead of the candle because i was curious to see if you could climb outside. Turns out you can :P

OK, i don't know if i'll see you on IRC or whether you'll see this comment first but i have a few things to comment on, although my vote remains a 10/10 because this is just amazeballs.

1) Put your testing stuff in another map. It's quite a bit of clutter out there.
2) Invest in some clip for both the sections that you can casually walk out of (endgame area) and for the rocks that have no bounding box at all, meaning you can just walk through them in solid geometry.
3) The candles and light out there are so freaking bright and HUGE. Is it intentional or a bug on my part?
4) The blue corridor that loops around in on itself wouldn't work. My guess is that when we were going through the cubescript together we actually broke something.
5) Couldn't figure out those weird block bridges in the pool area for the life of me. In the end i went in editmode, looked through them to see a few solid parts and then i just flew over them.
6) After you walk through the core you come across this area with the reflective bubble worlds. If you fall off, when you respawn you might easily fall off yet again. Not sure if it was me failing back there.
7) There seem to be leftover things inside the terrain and walls. We should do a little cleanup next time.

Cool, thanks for the feedback and AO tip. You should've played the map with original non-broken config :P Most of the things got broken by our editing, that includes the looping corridor and overbrighted lights (fixing volcolour typo doubles the volumetric light intensity). I've cleared out most of the stuff outside the map and tried to add collision to the rocks. It works but I still had to noclip them in some places to avoid weird collisions. I've also fixed the teleport at the tower of worlds. Since the edited config did have some bugs I'll need to do more testing before including it.

As for the blue puzzle with the bridges, you can figure out how to cross them by carefully looking around.

Well before you include anything or change too much on your part, i've been doing more optimizations to the code and there's more things i need to go over with you. Taking a quick look at camloops made me want to smack you :p

EDIT: I've been going through this thing all day on and off, fixing things, optimizing, cleaning code. At first i horribly broke everything. Shaders, lighting, triggers. I was able to fix all of that though, and even the blue corridor (which was simply a missing $). I have marked areas of interest in the script which i don't know if they need changing or removal, and for now i'd like to think that the code is mostly proper, albeit very messy, as 2000 lines would entail (maybe i should break it all up in many files just to get back at you for being stubborn :P)

For now i'll await your return, and i'll show you how nicely this all runs again once you're back, as well as improve all this MOAR! :)